<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
	
	<!-- EN: aiming accuracy -->
	<AimingAccuracy.label>瞄准精度</AimingAccuracy.label>
	<!-- EN: How well a shooter can lead moving targets and estimate range in combination with the weapon's aiming efficiency.\n\nThe final modifier is calculated via this formula:\n(1.5 - aiming accuracy) / aiming efficiency\n\nLead error is calculated by multiplying this factor against total lead distance in cells. Range error is calculated by multiplying it against the total distance to the target divided by 4.\n\nAiming accuracy influences the the sway reduction during aimed shots. For example, at 75% aiming accuracy sway will be reduced to 25%. -->
	<AimingAccuracy.description>射击者瞄准射击移动目标的能力，并结合武器的瞄准效率估算最终射程。\n\n最终判定数值根据以下公式计算：\n(1.5 - 瞄准精度) / 瞄准效率\n\n瞄准误差：瞄准距离格数*判定数值。\n射程误差：(总距离格数/4)*判定数值\n\n瞄准精度会影响瞄准射击过程中的武器晃动。例如，在瞄准精度为75%时，晃动幅度将减少至25%。</AimingAccuracy.description>
	
	<!-- EN: armor coverage -->
	<AverageSharpArmor.label>平均护甲值</AverageSharpArmor.label>
	<!-- EN: The average value of armor coverage across this person's body. Higher values will make them more confident against low-penetration projectiles. -->
	<AverageSharpArmor.description>这个人身上护甲平均值。数值越高，它们面对低穿透弹射物时更有信心。</AverageSharpArmor.description>
	<!-- EN: {0} mm RHA -->
	<AverageSharpArmor.formatString>{0} mm RHA</AverageSharpArmor.formatString>
	
	<!-- EN: body part MPa -->
	<BodyPartBluntArmor.label>身体防护能力(钝器)</BodyPartBluntArmor.label>
	<!-- EN: Compared against weapon's armor penetration to see if it can penetrate to the next layer of body parts. A high value means low-penetration attacks like buckshot will have a harder time hitting internal organs. -->
	<BodyPartBluntArmor.description>对比武器的装甲穿透力，看它是否能穿透到下一层身体部位。更高的数值意味着像霰弹这样的低穿透攻击将更难击中内脏。</BodyPartBluntArmor.description>
	<!-- EN: {0} MPa -->
	<BodyPartBluntArmor.formatString>{0} MPa</BodyPartBluntArmor.formatString>
	
	<!-- EN: body part RHA -->
	<BodyPartSharpArmor.label>身体防护能力(利器)</BodyPartSharpArmor.label>
	<!-- EN: Compared against weapon's armor penetration to see if it can penetrate to the next layer of body parts. A high value means low-penetration attacks like buckshot will have a harder time hitting internal organs. -->
	<BodyPartSharpArmor.description>对比武器的装甲穿透力，看它是否能穿透到下一层身体部位。更高的数值意味着像霰弹这样的低穿透攻击将更难击中内脏。</BodyPartSharpArmor.description>
	<!-- EN: {0} mm RHA -->
	<BodyPartSharpArmor.formatString>{0} mm RHA</BodyPartSharpArmor.formatString>
	
	<!-- EN: melee armor penetration -->
	<MeleeArmorPenetration.label>近战穿甲</MeleeArmorPenetration.label>
	<!-- EN: Armor penetration in melee. Determines how much damage is lost to enemy armor. -->
	<MeleeArmorPenetration.description>近战穿甲，确定敌人护甲损失的伤害。</MeleeArmorPenetration.description>
	
	<!-- EN: melee critical chance -->
	<MeleeCritChance.label>近战暴击率</MeleeCritChance.label>
	<!-- EN: Base chance to land a critical hit with a melee attack. Critical hits force max damage from the damage variation. On a critical hit, sharp attacks get double penetration, while blunt attacks stun the target.\nThe final chance depends on the opponent's critical skill and equal opponents will always have a 10% chance to crit. The internal formula is:\n\nFinalCritChance = ClampBetweenZeroAndOne(0.1 + AttackerCritChance - DefenderCritChance)*100% -->
	<MeleeCritChance.description>近战中的暴基础几率。\n\n最终几率取决于对手的格斗技能，同等对手将始终有10%的几率暴击。</MeleeCritChance.description>
	
	<!-- EN: melee parry chance -->
	<MeleeParryChance.label>近战格挡几率</MeleeParryChance.label>
	<!-- EN: Base chance to parry a melee attack. When a parry is performed the equipped weapon or shield will take damage instead of the wielder. If the parrying pawn passes a critical chance check they will automatically riposte their attacker.\nThe final chance depends on the opponent's parry skill and equal opponents will always have a 20% chance to parry. The internal formula is:\n\nFinalParryChance = ClampBetweenZeroAndOne(0.2 + DefenderParryChance - AttackerParryChance * (1 + AttackerWeaponMeleeCounterParryBonus)*100%\n\nA pawn that is better skilled in parrying takes less damage from parrying while unarmed and is better at reducing damage taken by their weapon on parry. -->
	<MeleeParryChance.description>挡住近战攻击的几率。当格挡时，装备的武器或盾牌将受到伤害，而不是持用者。如果格挡着成功格挡，他们将自动回击攻击者。\n\n最终的几率取决于对手的招架技能，同等对手将始终有20%的几率格挡。</MeleeParryChance.description>
	
	<!-- EN: reload speed -->
	<ReloadSpeed.label>换弹速度</ReloadSpeed.label>
	<!-- EN: The speed at which firearms are reloaded. -->
	<ReloadSpeed.description>重新装填弹药的速度。</ReloadSpeed.description>
	
	<!-- EN: suppressability -->
	<Suppressability.label>抗压制能力</Suppressability.label>
	<!-- EN: How susceptible this person is to suppression. Loss of consciousness and certain drugs can lower this value, making it harder to suppress this person. -->
	<Suppressability.description>这个人是多么容易受到压制。失去意识和某些药物会降低这个值，使压制这个人变得更加困难。</Suppressability.description>
	
	<!-- EN: unarmed damage bonus -->
	<UnarmedDamage.label>徒手战斗加成</UnarmedDamage.label>
	<!-- EN: Additional damage done in unarmed combat. -->
	<UnarmedDamage.description>在徒手战斗中造成额外伤害。</UnarmedDamage.description>
	
</LanguageData>